To put it into programmer speak: is it OR or AND?
I've always seen the synthesist as a semantically mutliple bonus type of character. However, given the rule (see quote a) it coalesces back down into a single bonus for every situation of duplicate bonuses which mostly happens when both summoner and synthesist have the same bonus such as would happen for evolutions (see quote b).
Bonuses without a type always stack, unless they are from the same source.
*Even though this is specifically talking about spells the same situation applies as the synthesist stacks bonuses on itself as shown in quote b.
The synthesist also gains access to the eidolon’s special abilities and the eidolon’s evolutions.
The result of this can be displayed the following way:
If a synth took the resistance (cold) evolution at level 10 we would have:
Synthesist ------------------ Eidolon
But as they are the same creature this simply coalesces into a single resist (cold 15).
Repeating this for each evolution we eventually end up with a single character with a single set of features.
The question then becomes what exactly is meant by "gains access" in relationship to the eidolon? Can the synthesist directly gain the evolutions or are they applied to the eidolon and then he simply inherits the benefits by virtue of being the same character?
Taking from the above it really could either be:
Synthesist ------------------ Eidolon
-- or --
Synthesist ------------------ Eidolon
In few, one including baleful polymorph, situations would this actually have a mechanical impact. However, it would help clear up the semantic interaction between the two and help provide a basis on which consistent rulings can occur rather than being amorphous by nature. It would also help clear up various misconceptions about certain evolutions. For example, there is an FAQ against it but it's more "cuz we don't wanna" about using ability increase on charisma but there should be some more consistency than that and it insinuates Scenario C is correct. However, in the baleful polymorph scenario if Scenario B is true then b.p. mantains its visciousnes but not so much in Secnario C as that more describes the merged form as a class feature. To make it more interesting in the scenario with baleful polymorph, consider a synthesist with the large or huge evolution. B.p. makes you small but you're still large/huge thanks to evolutions unless Scenario B is the correct way to see the interaction.
Anyone know which it is?
As a player I've found myself in the situation of having variously layered additives to saves. For example, I very well might get bonuses to the same save due to it being a spell, being an enchantment, being from an evil creature, the effect itself is evil and so on. How do you guys efficiently handle these things? It's gotten to the point where I kind of feel odd asking a plethora of questions for almost every save I make.
Per the GMG
Bestow curse can also inflict a single insanity on a foe, although in this case the insanity is also a curse.
If you use that with amnesia you've basically got not only an instant shutdown ability with a permanent duration but you can also potentially use it as the ultimate "forced redemption" tactic.
Using Curse, Major you can even do this at range and impose a -5 penalty to remove it by all.
So, I've taken a Sword of the Planes and added Holy to it.
The max bonus on it is a +4, so 32,000 gp. Add +2 for a +6 for 72,000 gp. I divided the actual item cost (22,315) into 32,000 to come up with .63. Multiplying 72k by this I get 45,360. Subtracting the cost from the base item leaves 23,045. This would bring the cost of the upgrade to 11,523 or 22,838 gp for the whole thing.
Is this kosher rules-wise?
What would the CR change be, if any, if I changed the Babau demons', in L25, abilities to remove dispel magic and add greater invisibility? This "super stealthy assassin" feels better with this to me. I don't discount dispel magic. I love the spell actually but with the description in the PRD I kept looking for their invisibility ability and couldn't find it. :P
Unless dispel magic is inherent in how they operate I don't see why they have it. I would also probably take away their spears.
So, I keep hearing how the synthesist is bags of awesome. Sure, it's a cool class but I'm failing to see how it's the one man party. Would anyone care to post the build this pun-pun?
I post this in the rules forum because it's got to be a legit built and want to see all the badwrongfun that apparently so easily comes from messing with this archetype.
I would just ask you stick to a point-buy and already established races. Showing this thing at multiple stages would be nice. Say levels 1, 5, 15, 20? Even just a level 20 build would be awesome. No gestalt.
School necromancy; Level witch 9
This spell as two uses. The first use let's you determine if any creature has a claim on your soul and the identity of that creature. When used in this way the spell school changes to divination, requires no material component or focus and has a casting time of one hour.
The second use of this spell allows you to sever any claim that a creature has to a soul so that should it die immediately after this spell ends it would be treated as a completely neutral soul. This function of the spell has the listed material and focus requirements. The focus should be of something that is of particular iconic importance to the creature. This could be a consecrated holy symbol, a material closely associated with them, and so subject to GM approval. The casting time of this function of the spell is 1 full round action. Doing this can greatly perturb that creature and they may seek to track either you and/or your target down for retribution. Roll a d% per the table below to see if this happens. This chance starts at 50% and builds.
Regardless of which function you use you must be in physical contact with the target at all times. Any disruption in contact during this time results in automatic failure. If you lose contact with the target using the severing function of this spell you still have a 50% of attracting the claiming creature's attention for meddling in their affairs but you don't incur any penalties per the below table since their claim is still in tact.
Target creature is...
These totals are cumulative. Any total over 100% guarantees the creature will seek retribution in some way. The nature of the retribution is up to the GM but should be in accordance to the nature of the creature. This retribution could take the form of sending any heralds to kill you and bind your soul in a gem, harass you, kill friends and family, curse you or otherwise simply interfere in your affairs in very frustrating ways.
Potential Rise Spoilers!!
I have a witch in Rise of the Runelords that changed patrons after an encounter with the Black Magga. After having died one time my GM said his soul went to Lamashtu and when he came back for the time he had his negative levels from raise dead he had the nameless dread major spellblight on him. So, his quest is to research how to severe the claim on his soul. What do you think about it?
So, apparently my characters in RotRL keep getting killed not by monsters or haunts but by the environment. One time I had a character go on to a bridge only to have another party member follow which broke the bridge after which my character failed its reflex save, and the fall killed him. Things like that.
After this happening more than twice I'm strongly considering building a synthesist for their meatier HP pool and overall toughness. However, my GM has a general distaste for the archetype but hasn't outright banned it. So, if I do go ahead with this does anyone have any tips on making one that doesn't seem utterly broken?
I did a quick build out today and easily achieved an AC of 30, CMD 29, blah blah as a level 10 build and didn't even go into any items. Is this simply how it is or is there a way to balance that out? I think I could just generally avoid the higher evolution pool abilities until level 15 or so. What do you guys think?
So, one of them is a word caster. Since word casting has a lot of words subject to spell resistance and the early introduction of an enemy with fairly high SR should I warn a new player coming in about word casting and SR due to the prevalence of outsiders in the campaign?
The argument against it is the whole "let the player make their character and deal with the consequences" line of thought and the fact that the interaction between word casting and SR is clearly visible at character creation but the argument for warning them is simply trying to be nice.
What do you guys think?
This one has to do with the witch coven hex.
The witch counts as a hag for the purpose of joining a hag's coven. The coven must contain at least one hag. In addition, whenever the witch with this hex is within 30 feet of another witch with this hex, she can use the aid another action to grant a +1 bonus to the other witch's caster level for 1 round. This bonus applies to the witch's spells and all of her hexes.
The question concerns the bit about a coven must containing at least one hag. Does this mean a traditional hag or can just two witches who have this hex create an official coven themselves? If so, does this grant those two witches the traditional powers associated to a normal coven such as the 1/day use of mind blank et al?
Also, if a witch links up with multiple other witches (say 5) can they each grant a +1 to CL (to gain a +5 CL total)?
I was reading up on the pearl of power.
This seemingly normal pearl of average size and luster is a potent aid to all spellcasters who prepare spells (clerics, druids, rangers, paladins, and wizards). Once per day on command, a pearl of power enables the possessor to recall any one spell that she had prepared and then cast that day. The spell is then prepared again, just as if it had not been cast. The spell must be of a particular level, depending on the pearl. Different pearls exist for recalling one spell per day of each level from 1st through 9th and for the recall of two spells per day (each of a different level, 6th or lower).
The question is about the bit about how the "just as if it had not been cast" part. I was talking to my GM and he said this doesn't let you exceed your spells per day limit. But, if it counts as if it had never been cast then how could it count?
I can see his argument as the scrolls of spell knowledge are an easy counterpart for the pearl for spontaneous casters but the "doesn't count" wording is bugging me.
I'll admit I'm fishing for some FAQ flags on this. Some clarification from the design team would be appreciated.
To me, the pearls exist to fill a hole for prepared casters: more castings per day as the pages fill a hole for spontaneous casters: limited spells. What do you think?
Identifying a spell as it is being cast requires no action, but you must be able to clearly see the spell as it is being cast, and this incurs the same penalties as a Perception skill check due to distance, poor conditions, and other factors.
What does this mean? Clearly it's a visual perception so you can't simply hear the words to a verbal-only spell in order to identify it. So, does this mean spells with somatic components or maybe even spells that include material components can be identified?
In the CRB under polymorph:
You can only be affected by one polymorph spell at a time. If a new polymorph spell is cast on you (or you activate a polymorph effect, such as wild shape), you can decide whether or not to allow it to affect you, taking the place of the old spell.
So, if I have a polymorph spell (presumably a good one) cast on me and someone comes along and puts another on me (presumably a bad one) such as baleful polymorph, even if I fail my save, can I just say no?
I'm GMing through Shattered Star and some rooms will have descriptions of lighting conditions. Then a long time will pass through various rooms with no mention of any light whatsoever. Is there a default in place? A sort of rule written or not that's "assumed" to be at play or is it total darkness?
I know I can fiat essentially anything but I like to preserve the intended feel of the adventure if at all possible.
So I've been trying to track this down.
Spell Combat (Ex): At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.
The bolded portion is the clincher for me. This tells me the ability is TWF with spells. Now, the sticking point is the total base penalty. SC mentions a -2 penalty. Base TWF penalty is a -6/-10. Since penalties stack this tells me SC is -8/-12 out of the gate without feats or other buffs. However, this doesn't seem right as it'd severely gimp a level 1 magus. But, I can see it being reasonable as mixing a large to-hit bonus to a spell down the road is huge.
So which is it? I've seen a lot of posts on how many attacks a magus gets, etc but I haven't seen this issue addressed or even mentioned.
I'm making a level 9 bonded (ring) witch. I just wanted to see if I'm not missing anything obvious to use my int modifier of +8 to as many places as I can like any bonuses to saves, attack mod, damage, etc. I know focused shot can add INT to range damage rolls but that doesn't really fit my character concept wise as it more focuses on hexes and spells and to get to it would divert 2 feats when I only get 5 as I'm also a half-elf.
So, I'm moreso just asking to see if I'm missing other options rather than trying to rewrite the character maximize usage of the INT mod.
What do you guys suggest?
In reading the rules on magic item creation I see no mention of specific tools to be used. All is said is that a place suitable for preparing spells is also suitable for making magic items. I would imagine by RAW there none but my GM has been upset at the lack of roleplay involved in that so I'm wondering if it's common or if there are common set of tools to improve magic items. Does this vary from GM to GM or is there a "standard set?" Or, is this simply hand-waved ala "I got the tools when I spent the gold to improve the item" kind of thinking?
This is my first time running an AP. Is there any harm in publishing the journal inside for my group to read at their leisure even before we play? It didn't seem to have anything to do with the events in the book for the PCs yet I don't know if it'll give away things later on. It's the shattered star AP for anyone who's played that out.
I'm making a level 8 witch for rise of the runelords. Having played a rogue for the last couple months I'm in a bit of a loop on what to play next. I love the witch class so I've decided that much. Currently I'm torn between a bonded (ring) witch and a base witch taking improved familiar (faerie dragon). On the bonded witch I've taken ranks in craft alchemy and plan on shooting poison darts when I'm not casting or divining.
I haven't really made the faerie dragon witch yet so any advice there would be really good. I've thought about going beast bonded with it but I'm having a hard time seeing what feats to give my familiar. I know I can turn into a large dragon which is pretty cool but i don't have to go beast bonded to do that iirc.
Concept wise I'm going for the classic witch who lives in the woods and acts in a way that's a bit alien to more "civilized" folk to the point of freaking them out while being good aligned. That said, I'm avoiding the coven hex as I don't believe it'd ever be of use so that strikes swamp hag I think as its a prereq but it would make a great addition flavor wise. I've looked at things in UE like the item that makes you vomit fish which I thought was pretty cool so I've perused those options. Otherwise, this character is definitely a crafter as they've largely lived alone and apart from society and so will have few items numerically but those few will be heavily magically enhanced.
What would you guys recommend?
I'm trying to figure out how to recreate an item from UE for witches that gives a +4 armor bonus to AC, doesn't have a max dex limitations or arcane spell failure chance and provides another boon specifically for witches for about 22k gp. In the craft skills section, to craft a piece of armor carries a DC of 10 + the armor bonus but otherwise provides no rules for creating a new piece of armor similar to the magic item creation guidelines.
Do these rules exist?
The default creature comes in at an Int 16. The highest int score the familiar table provides is 15.
I've found some threads from 2011 and prior on familiars and intelligence but has anything come since then to either increase that, let the familiar use its full int score, etc?
I'd have a hard time believe that such an intelligent creature would ever become a familiar if it were permanently gimped even if it's just a "slight" one. The creature is more intelligent than most non-casting characters. Such associations are because the creature likes the caster and the association usually gives benefits to both parties involved.
There are a lot of complaints around here how WBL is effectively broken, doesn't make sense, etc. I was thinking last night that an entry in that WBL is the treasure someone of that level is "supposed" to have once a character has advanced through that level. If true, would new characters then not take the WBL of the previous level with the expectation they'll acquire wealth as they play for their current level?
For characters beginning at level 2, I was thinking about awarding max class wealth or 900 gp if they took the rich parents talent.
What do you guys think?
I found the thread here http://paizo.com/forums/dmtz59u5?Synthesist-saving-throws#1 but I have a caveat. While the synthesist Fused Eidolon ability replaces the class's eidolon ability, it does state that in all other respects it acts just like the base ability. Well, the base ability says you get certain saving throws as dictated by the Eidolon Base Statistics table. Has a ruling come since February if the synthesist gains both his own and the eidolons save bonuses?
This is my first foray into polymorph spells. I read through the description in the magic chapter and the spells I'm looking at which are form of the dragon and beast shape. In either case I have questions that make me think there's a whole other chapter or section I've missed. Mainly, I have questions like what happens to my spell casting abilities, do I gain any magical qualities if the target shape, what about other creature qualities like hit die, etc.
The magic chapter just basically says you become a generic creature of that type with a couple specific modifications and references the target spell in question for more specifics. Those two spells I mentioned go into a couple more specifics but both sources are silent on large swaths of information I see in the bestiary. This is most pronounced in the form of the dragon spells as dragons get a ton of stuff. The base dragon types have a base half dozen or so abilities and form of the dragon doesn't have a list like beast shape.
What am I missing? It almost feels as if you either get anything not mentioned or you only get what's mentioned but nothing I've seen indicates which way it is.
Has anyone made or is there allowance for a version of the CRB containing consolidated rules? One example in mind where this would be helpful is craft rules. There are lots of little chunks of text that explain in part of how to craft but a consolidated version would replace the text of, say, the feat "Craft Wand (description)" with "Craft Wand (see Craft chapter, page XX)."
If this has been discussed before, please link it and I'll just read that conversation.
However, is thought being put into how the game will balance when the majority of players could conceivably walk right up to Asmodeus himself in his lair and give him a bloody nose? Or, will players never be *that* powerful?
Regardless of mode (desktop or mobile), when I look at the prd with the phones version of IE, the category links don't navigate anywhere. This has happened on two different phones with this os. The links highlight when you tap on them but then they fade back to their normal state after which you're still in the main menu and haven't navigated anywhere.
From the thread here.
Basically, my thesis is that the masterwork quality alone is sufficient per RAW to allow for the addition of magic abilities.
The rules state:
Magic Items, Weapons, CRB, PRD wrote:
Some magic weapons have special abilities. Special abilities count as additional bonuses for determining the market value of the item, but do not modify attack or damage bonuses (except where specifically noted). A single weapon cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents, including those from character abilities and spells) higher than +10. A weapon with a special ability must also have at least a +1 enhancement bonus. Weapons cannot possess the same special ability more than once.
The masterwork quality description:
Equipment, Weapons, Masterwork, CRB, PRD wrote:
A masterwork weapon is a finely crafted version of a normal weapon. Wielding it provides a +1 enhancement bonus on attack rolls.
Furthermore down the same block of text:
All magic weapons are automatically considered to be of masterwork quality. The enhancement bonus granted by the masterwork quality doesn't stack with the enhancement bonus provided by the weapon's magic.
All that is mentioned re: enhancement bonuses is that an item's magic enhancement doesn't stack with the masterwork quality. You can tell the developers were already thinking about how these mix yet no where is it stated that the enhancement bonus from masterwork alone doesn't qualify an item to receive additional abilities. Otherwise, it's the same type of bonus.
I just read through the Environment chapter on traps and didn't find a clear rule on how to judge the reflex save of a trap outside of determining what it is when you construct one yet almost nowhere in the example traps are there any reflex saves listed to avoid the trap altogether. For the traps with spells, I can see the listed reflex save but not for mechanical ones. There is mention of the Never Miss trap but I highly doubt all traps are never miss when the never miss example takes an entire dungeons walls crushing you, which makes sense.
Can someone shed light on how to judge these? I'm playing a level 8 rogue and the GM had to retcon me not dying simply by virtue of me having evasion so I took half instead of full damage and didn't let me roll reflex at all on a swiping blade trap even though I was checking for traps and otherwise trying to not be reckless. So, I'm looking for something to take next time it happens to be like "shouldn't I get a reflex save DC x-ish for that?"
I had a GM a little while ago tell me that False Life at CL 5 grants 5d10+5 temporary hit points. I've always read spells that increase in power with level to be ((base die) + (level bonus)). But, it raises the question, does the base die increase as well? I can see why the grammar is confusing:
I can completely see a reasonable interpretation of False Life's maximum power potential being 10d10+10 instead of 1d10+10. Also, having a barbarian in my group with well over 100 HP at level 7, I can also completely see its practical application at level 10 to let a level 10 caster give 100 HP worth of temporary HP.
Is there an official way to interpretation these notations?
Let's say I have a class whose highest BAB when I multi-class is +6/1. Does +1 BAB of the next class only apply to the first attack? So, would the combined result be +7/1 or +7/2? Furthermore, how does the BAB of the second class apply once it reaches the +6/1 threshold? Would the resulting BAB total be +12/7/2 or +12/2?
I was having difficulty locating this in the rules.
My GM often judges things like DCs with his gut rather than following the guidelines in the book. This isn't to say he disregards rules text as my group will read the text of spells and he'll follow save DCs against our spells, for example. But, you often get nothing from skills checks or saves unless you roll well into the 20s or higher. This is frustrating for me as several skills give tiered info and he'll often tell us we get nothing.
For example, to identify a monsters abilities and weaknesses is 10 + monster CR. We're not even level 10 yet but we get only maybe a couple bits of info or nothing unless we get 25 or so regardless of monster.
He has a long history in D&D and I don't so could this just be a carryover from that? He's generally a pretty reasonable guy so I don't think he's just being a jerk. Is this a common GM thing? I don't want to approach him and ask what's up as I have a tendency to sound accusatory when I don't mean to be. I'm just a fairly blunt person and am told I don't out a lot of emotion into my face when I talk so I get I come across a bit jerkish.
I don't want to be nitpicky either and am more looking to cope or understand rather than get him to change though it is frustrating as I can't trust our core books since the DC could very well be triple what it is there to accomplish something.
Have any of you encountered the same thing?
What's a good social order without a secret society or two? The Order of the Hidden Hand is an Illuminati-type order. The members are encouraged to spread out into various fields and guilds, attain positions of power and prestige all the while maintaining a hidden, yet supreme, allegiance to the group above all else. Members can war/compete against each other so long as it furthers the goals of the order itself with the exception that members in the upper tiers can not directly assassinate each other. Requests between members are put first so long as it doesn't break the secrecy of the order.
Tiers within the order are as follows:
"Known" goals to The Arm:
Goals of The Glove:
Goals of The Hand, themselves, is all the above while similarly appearing like any other member of the order as The Glove does.
All alignments are allowed. However, those of "good" or "lawful good" are useful in a limited fashion, unlikely to become a member of The Arm or higher and is likely to only be used to route out competitors. "Chaotic good" type characters can be courted for more risky operations if it is believed they can be shifted more toward neutrality or evil than good.
The order itself is LE.
OOC Structure: Messages are passed from courier to courier in-game with information being changed/disseminated as long as need to know exists. No out of game communications.
Know: (Local) - DC 10:
Whispers of odd disappearances or business deals that don't seem to make sense.
Know: (Local) - DC 15:
Bits of information come together to show a couple related events while not connecting the whole picture.
Know: (Local) - DC 20 + Know: (Nobility) - DC 20:
Definite pattern among larger number of events. Still no conclusive facts of why, who or what.
Know: (Local) - DC 30 + Know: (Nobility) - DC 20 + Know: (History) - DC 20:
Can start to piece together various members of The Arm while not knowing about the order itself. May appear as a small cabal doing power plays.
Know: (Local) - DC 30 + Know: (Nobility) - DC 30 + Know: (History) - DC 20 + Diplomacy - DC 20:
It is conclusive a larger organization exists.
Know: (Local) - DC 40 + Know: (Nobility) - DC 30 + Know: (History) - DC 30 + Diplomacy - DC 30:
General consistencies among methods allow members of The Arm to be identified with relative ease as long as they're connected somehow to a particular event.
Know: (Local) - DC 50 + Know: (Nobility) - DC 40 + Know: (History) - DC 40 + Diplomacy - DC 40:
Given a couple years, all members except the most dimwitted hirelings may be identified.
Heal - DC 40:
If examining a body of a member of The Arm or above, this check reveals an anomalous object under a patch of skin. If extracted, the appropriate detection method reveals an object affected by arcane mark.